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Cerikus

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Posts posted by Cerikus

  1. 2 hours ago, zBeATzA said:

    You take your own gear = no research points = less rewards. You take 1 of the 3 options and modifiers for more rewards.

    What's the point of Deep Archimedea if you turn off your modifiers and bring the weapons/warframes that you can complete this mode.

    Not every weapon is viable against the murmur faction.

    It's a choice. You want the extra rewards? Get better or upgrade your arsenal. The idea that DE should remove restrictions, because there are people that refuse to accept the nature of the gamemode is silly. So far I had very little problems playing TDA, especially when we can summon our mechs.

    It's impossible to create a difficult content in this game without restricting players' choice. When we are allowed to choose anything, we find dozens of ways to cheese the content. Lvl 9999 content is virtually the same as a lvl 100 content, if you are free to pick anything. That's why TDA is such a great concept, because you as a player have a choice:

    1) Don't unlock TDA and just play 2 Netracells.
    2) Unlock TDA and restrict yourself a little, so you get more rewards than you'd get from 2 Netracells.
    3) Limit yourself, but pick your OP warframe that can carry you through all of it and miss out on 50 Vosfor.
    4) Limit yourself completely and get everything.

    If you decide to ditch the 50 Vosfor, you can take any warframe you have. And 50 Vosfor is nothing.
    And let's not forget it's a gamemode that is specifically created for coop play. The game says it numerous times. Full squad always finds a solution together.

    • Like 2
  2. Ok, so now that we literally have a wizard with pointy hat we should get a new melee type, so we can complete the perfect Gandalf playstyle.

    Staff and Blade.

    It would basically be this type of melee combat: 

     

  3. I am struggling to pinpoint the exact reason for this bug, but it 100% has something to do with undying interacting with last gasp.

    It happened to me multiple times today already. (I've decided to dust off Nidus and try his new augment.)

    Here is an image of the bug:

    Bez-n-zvu.png

    What I think happened is that I died while Nidus' passive was on cooldown because of Abundant Mutation. The death triggered Last Gasp and I think my drifter died almost instantly. It returned me into Nidus' body, but not in a death state, but in a downed state. But in the top right corner it's apparent that Nidus is dead.

    The game got into a pretty severe softlock. Enemies are still active around, I can hear them, the mission is still going on, but I can't look around, I can type in chat, I can't do anything.

  4. 7 minutes ago, Thornstromb said:

    But there is something to be done about the mess: my suggestion here, especially in light of the imminent release of Dante and its focus on codex, is to do a “sanity pass” on the codex/MR.

    The wiki will point out that several codex entries are unaquireable, either due to being bugged duplicates, being attached to things which literally do not exist anymore, or like the Founder’s items, cannot be legitimately earned.

    Thus the suggestion: either during or after Dante releases, work through the codex entries and use the “hide” mechanic that already exists to block those unattainable entries. Additionally make them “force hidden”, which will hide them if you don’t have full scan, not just any scan. (Example: I personally have 2/5 scans for the original Raptor boss. This will never be completeable. Please hide this)

    This method both satisfies completionists, doesn’t leave newer players wondering why they can’t find that blank spot anywhere, and is easily “corrected” when event-exclusive items or enemies are reimplemented as they can just be unhidden.

    I agree with all this 100%. Codex NEEDS a cleanup. Desperately.

    8 minutes ago, Thornstromb said:

    Following on from this, make the three Founder Exclusive items provide no MR value, with a one-time subtraction for anyone who has them. This, combined with being hidden in codex, will officially remove any reason for players to “need” them, and therefore finally kill the issue.

    I don't agre with this. Those 12k MR points are virtually meaningless. The "need" comes from people wanting the thing, because they know it exists, not the points. Removing those points wouldn't do any good. It would only alienate people that risked a lot of money 11 years ago on a game that wasn't actually that great. It only had potential, but no one could predict the success. DE were on a verge of bankrupcy and taking these literally meaningless privileges from founders would be an awful decision.

    • Like 4
  5. 20 hours ago, [DE]Momaw said:

    This exactly.  Scarab Swarm does 1/10th of max HP per second in total damage, but it's applied in half-second intervals.  Two corrodes per second 👍

    Please, PLEASE, reconsider this. If this is true, the ability is bad and worthy of immediate subsume. 

    What this basically means is that Inaros' 4th ability is only able to strip 100% armor after 7 seconds. That's horrible.

    Let's not forget that for this to work I need 2 Emerald Archon Shard which is 4 Shards in total. That's a lot of investment to have the ability be still bad. I mean. There are tons of abilities right now that are far better, without shards and without the abilities being the ultimate.

    • Like 3
  6. When you reach the quest Natah, you meet Teshin for the first time as an NPC in a quest. At that point it's heavily implied that the player knows him and that Teshin has trained the player. This can lead to confusion. New players are basically told they should know this character, but they dont. I see this as an oportunity to fill in this gap and improve a new player experience.

    When new player finishes the Vor's prize they get an email from Lotus that basically says: "Go and be a hero." The only thing that leads the players from task to task is the Tennoguide, which is a good thing, but player has no real motivation to do those things. The narrative plot is dropped and it's picked up again with the quest Natah. This enormous phase of an early game that has no real plot is detrimental to player retention. Players have no idea why they should be doing whatever they are doing.

    I propose giving the Tennoguide a voice - Teshin's voice. All that needs to be done is a cutscene or a simple dialogue that happens right after Vor's prize, where the new player is summoned by Teshin. He gives some exposition about us waking up after a long dream etc. And tells us that there is much to be done and that there are people in the system that need our help. He basically replaces the Tennoguide. 

    Tennoguide is nice, but it's a piece of UI that's easily ignored. A new player cannot have any emotional attachment to a piece of UI and therefore it doesn't create a motivation to fulfill the tasks, but an amazing NPC, which Teshin is, is far more effective. 

    For example: Instead of having only a Tennoguide telling you to visit Cetus, player would also get an inbox from Teshin, where he would explain where you need to go and why.

    tl;dr Improve the Tennoguide by using Teshin as the guide that helps new player go from task to task until they reach the quest Natah.

    • Like 1
  7. I think there should be something in the Focus represent shop to offload the millions of excess focus points we have. Even if it were a relic pack for 1 million focus points. It just doesn't feel right accumulating millions of points for no reason.

  8. Utilis was Ballas' attempt to create the most useful warframe possible by creating the most versatile warrior that can do anything. The attempt to create a warframe that has all the poweres resulted in the oposite. All the possible abilities negated each other and all was left was a husk of a warframe. However! Ballas eventually found out that while Utilis had no powers of his own, he could theoretically still use powers of other warframes, if those powers would somehow be infused onto him.

    UTILIS

    Passive:
    Unlike other warframes, Utilis can have 4 subsumed abilities at the same time.

    Ability 1:
    TAPPING the ability while aiming at an allied warframe copies that allied warframes 1st ability onto Utilis' 1st ability slot. HOLDING clears that ability slot.

    Ability 2:
    TAPPING the ability while aiming at an allied warframe copies that allied warframes¨2st ability onto Utilis' 2st ability slot. HOLDING clears that ability slot.

    Ability 3:
    TAPPING the ability while aiming at an allied warframe copies that allied warframes 3st ability onto Utilis' 3st ability slot. HOLDING clears that ability slot.

    Ability 4:
    TAPPING the ability while aiming at an allied warframe copies that allied warframes 4st ability onto Utilis' 4st ability slot. HOLDING clears that ability slot.

    Note: Subsumed abilites are also possible to clear from the ability slot by HOLDING the corresponding ability key. If done, the subsumed ability is removed for the rest of the mission.

  9. 44 minutes ago, [DE]Danielle said:

    NEW PLAYER PATH IMPROVEMENTS

    Thank you VERY MUCH!

    All of these are massive improvements. I like the new aura mod. Very good idea.

    However. There is still one last roadblock. I discussed it at length in this post:

    Necramechs need to be more accessible. They are the last unreasonable grind that is in the game and it needs to be looked at. Please.

    • Like 3
  10. Nourish subsume is NOT too strong. It's completelly fine.

    The problem is that the most subsumable abilities are either useless, weak, or nerfed.

    If DE unnerf subesumed abilities and give the rest some significant effects, Nourish will not be used as much.

    That's it.

    • Like 10
  11. There are currently several missions that are not counted towards this challenge.
    - Khal missions should count.
    - Completing a bounty in an openworld should count.
    - Defeating the orowyrm should count.
    - Finishing a rotation of Circuit should count.

    But none of these do.

    Recovering this challenge feels weird.
    Having 2-3 different Mission Complete challenge at once and progressing in all of these at once feels wrong and it doesn't make any sense. It feels like a bug even though it isn't.

    The challenge makes no sense in the context of this game.
    Two examples of diametrically different scenarios:
    - I play for 15 minutes and complete 15 capture missions. -> I completed the challenge.
    - I play 4 hours of Circuit. I spend an hour in an endless mission. I play a long session of Duviri. I spend hour in an open world. -> I make almost no progress.

    Warframe is not designed around "missions completed", but around "rewards gained", "stages completed", etc. Counting mission completion makes NO SENSE.
    Either remove this challenge OR rework it to count stages completed, bounty rewards gained, rotations reached or something along those lines, because this is bad.
    I really don't want to force myself into grinding missions I don't want to play right now.

    • Like 1
  12. 19 minutes ago, Jarriaga said:

    Hi DE. I just watched the Gauss Prime trailer, and just like the Mirage Prime trailer the frame is presented at the end of the trailer using animation sets that don't actually exist in the game.

    This is the second time you've done this to my knowledge.

    Please add those animation sets.

    Thanks.

    Untrue. It's noble idle animation:

    https://youtu.be/SYWNatXUchM?si=0GibhNPMv2L-m8H6&t=52

     

  13. 57 minutes ago, (PSN)Unstar said:

    Especially when the gameplay in The New War is so incredibly different from the rest of Warframe, which is something that players won't have a chance to practice or even know about until they have already stepped past the point of no return.

    This is untrue. Duviri is available right after you finish Vor's prize and is built on New War gameplay.

    57 minutes ago, (PSN)Unstar said:

    There shouldn't be any content in the game that locks players out of doing normal content until it is overcome.

    Before you start the quest you are warned that this is the case. You have all the information. 

    Btw. Implementing a system for abandoning quest like that may be quite difficult in a game like Warframe. The New War missions are heavily scripted and modify the basic game significantly. Did you ever try using command line in a game like Skyrim to reset or remove an active quest? If not, google what the repercussions can be. Asking to abandon active quest is basically pulling player from a sequence of heavily scripted events and that can cause significant issues.

    I of course don't claim to know if Warframe's engine can or cannot handle it, but considering how many bugs concerning progression stops in quests are still in game, I wouldn't be surprised, if I was 100% right about this. DE used "Locked in until you finish" in previous quests and based on past 10 years there is NOT going to be "quit new war".

    I would be for an optional skip of the quest, which is something DE wanted to do and got a huge backlash from the community very recently. CG to everybody.

    • Like 3
  14. I agree and I would add a fun fact. Coop functionality is already there. When Veilbreaker came out and the first Khal mission was made available week later people found a way to play in coop. 

    Turns out Khal is effectively a warframe and that Khal mission is not so different from regular content. It's much more scripted in certain places, but that doesn't change much.

    Proof:

    So yeah, I agree. Let people play Khal mission in coop and just increase the spawns per player.

    Of course there would be a hundred questions about handling stuff like challanges, deacon's, etc.

    I am not sure DE will find the time to do this though.

    • Like 3
  15. All you say is true, except for this:

    26 minutes ago, (PSN)iuvenilis said:

    If you look across the entire playerbase, the distribution would look similar to the drop tables, however at an individual player level, it often won't.

    If the entire playerbase approx. matches the expected distribution then you as an individual have to be a part of that distribution, i. e. you are a representation of the table I posted above. That means that you either have the drop after you do 2 runs. or you are part of 90% of people that have it after 5 runs, or you are part of 99% of people have it after 10.

    As you say there will be people with bad luck that need more. Which is what I said in the first response, that either OP is the unluckiest, or there may be an error on their side. That's all I said. I just wanted to check, if OP didn't make a mistake, because I've seen plenty of players make that mistake.

    26 minutes ago, (PSN)iuvenilis said:

    (Pity system for the archon shard missions, when...)

    That's already in the game and has been for a long time.

    26 minutes ago, (PSN)iuvenilis said:

    I really wish DE would acknowledge the huge variance amongst the player's experience and how this impacts overall enjoyment.

    They did and they do. Where it matters they make huge improvements to grinds. My honest opinion is that important stuff needs pity systems, but more niche farms shouldn't. That's why most new Warframes since the new team took over have pity systems or are direct grinds.
    Styanax - you buy the bps directly.
    Voruna - if you don't get the drop, you can buy it directly from Yonta.
    Citrine - same as Voruna.
    Kullervo - you farm resource and buy it directly.
    Dagath - same.
    Qorvex - if he doesn't drop, his bps are at Bird 3.
    Archon shards have pity system.
    Duviri experience has no RNG for loot. You always get the same amount of pathos clamps and you decide what to do with them.
    Circuit has RNG for available gear, but you yourself pick which incarnons/rivens you want to farm for.
    Zariman grind is perfect and all resources you need to rank up can be directly found in mission.
    Same goes for Cavia (so far..)

    I think DE did great strides in diminishing the variance among players. It still can be better in certain places, sure, but I wouldn't say they don't acknowledge it.

  16. 1 hour ago, quxier said:

    -

    This conversation is a waste of time. Doesn't matter what you say, because at the end of the day my math is correct and PRNG is a reliable industry standard that provides exactly what software developers need. If OP did 10 runs there is 99.0905% chance they got their holokeys. Period. You can say what you want, but it won't change anything.

    You are playing semantics and are trying to explain basic principles of software engineering to someone with a degree in the field.

    Have a nice day. Don't respond.

  17. 27 minutes ago, quxier said:

    And you are assuming that PRNG is the same and there are not bugs. That's wrong. Math alone won't says if OP is unlucky or not.

    1) People keep using "pseudo RNG" but don't really understand what it is and why devs use it.

    When you use pseudo RNG, the results appear random, but when you analyze the results you find out they are distributed equally among all possible values, which is something you actally need in a video game, because true RNG can do trully random stuff and the values can be unevenly distributed. When you have droptables, you NEED the results to be equalized. If you have 50% to drop, you need 50% of people to get it and you can reliably achieve that with pseudo RNG, but not with true RNG.

    2) Bugs. If there are bugs, they are with the droptables. And since most people have no problems, the reason for OPs lack of holokeys is either bad luck or mistunderstanding the system.

  18. 8 minutes ago, quxier said:

    And again, it's chance not 100% certain that you get it. It's like you have N balls colored red & blue. There is 37.5% red balls. You pick 1 ball and put it back. Everytime the chance is still 37.5% to pick red ball.

    According to quantum mechanics there is non-zero probabilty that if you run into a wall all your atoms will quantum tunnel past all the atoms of the wall and you will get through unharmed. The probability of that not happening is not 100%, there is a very small chance. Go try it.

    The probability math is very exact and undisputable. Here. I've run a simulation:

    Bez-n-zvu.png

    As you can see your scenario is represented. There was one case, when it took 30 runs, but vast majority of players would get it in 1.53 runs. If you are really unlucky 4.92 runs, if you are the unluckiest 9.84 runs. So my points still stands, if OP did 10 runs and didn't get the drop, they are very very unlucky, hence I surmised there may be some other reason for not getting the drop.

  19. 17 minutes ago, quxier said:

    37.5% doesn't mean that you will get it every ~3rd mission. No. It means, more or less, that 37.5% of drops would be THE DROP. It can be in first 38 mission from 100 or from 400+ doing 1000.

    With a chance of 37.5% and 10 attempts there is 99.0905% chance OP already got the drop at least once.
    With 38 attempts it would be 99.9999982%
    With 100 attempts it would be 99.9999999%

    As I said, it's possible that OP is the unluckiest player out there, but it's quite improbable. All I wanted was to clear up a possible misunderstanding, because I've already ran into players that didn't realize they need to do void storm.

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